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nevermind that looks horrible
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@ -243,7 +243,7 @@ vec4 renderClouds(
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vec3 dV_view = normalize(viewPos.xyz);
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// this is the cloud curvature.
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// dV_view.y += 0.05 * heightRelativeToClouds;
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dV_view.y += 0.05 * heightRelativeToClouds;
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dV_view *= 300/abs(dV_view.y)/maxIT_clouds;
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